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Destroyable Buildings?

Posted: Tue Jul 06, 2010 11:25 am
by swado95
I know that you can set the health of an object but is it possible for it to have like rubble at the end? I was thinking setting it up like a ammo droid but i don't want to be able to repair it once its dead.

Re: Destroyable Buildings?

Posted: Tue Jul 06, 2010 11:32 am
by DarthD.U.C.K.
you can define a destroyed geometry with the odfline:

Code: Select all

DestroyedGeometryName   = "com_item_healthrecharge_dst"
but im not shure if you can prevent a destructable building from being rebuild

Re: Destroyable Buildings?

Posted: Tue Jul 06, 2010 11:34 am
by swado95
Maybe ill just take repair tools out, But that bring up something can you make an object be able to repair things like an repair station?

Re: Destroyable Buildings?

Posted: Tue Jul 06, 2010 11:38 am
by DarthD.U.C.K.
how about a fusioncutter? i think that would work pretty well :P
you can make the building neutral and a new fusioncutter with targetneutral = "0"

Re: Destroyable Buildings?

Posted: Tue Jul 06, 2010 2:11 pm
by SAMofBIA
im pretty sure that you could change the health and ammo droid odf files to have the geometry of your said repair station. and then give them some sort of obscene ammount of health with a health build in self health recharge rate.

Re: Destroyable Buildings?

Posted: Tue Jul 06, 2010 4:42 pm
by DarthD.U.C.K.
what are you talking about?
you should probably read the first post more carefull

Re: Destroyable Buildings?

Posted: Tue Jul 06, 2010 5:00 pm
by swado95
No he talking it about the repair station
But that bring up something can you make an object be able to repair things like an repair station?

Re: Destroyable Buildings?

Posted: Tue Jul 06, 2010 5:02 pm
by DarthD.U.C.K.
why wouldnt you use a fusioncutter?

are you talking about a vehclerepairstation here?

@quote: yeah, but what would be an obscene amount of health and a self repair good for?

Re: Destroyable Buildings?

Posted: Tue Jul 06, 2010 5:05 pm
by swado95
Well a vehicle repair station so i can take out the fusion cutter (even though im having second though on that now.) Idk what he was talking about self repair seems a little excessive with me.

Re: Destroyable Buildings?

Posted: Tue Jul 06, 2010 5:07 pm
by DarthD.U.C.K.
you want to repair the repairstation with a vehiclerepairstation? :shock:

Re: Destroyable Buildings?

Posted: Tue Jul 06, 2010 5:22 pm
by swado95
No all i want its a box or something so when u go near it it repairs ur tank.

Re: Destroyable Buildings?

Posted: Tue Jul 06, 2010 5:38 pm
by DarthD.U.C.K.
ah! now i got it
there is already such a "vehiclerepairstation" in the common odfs, an astromechdroid, the odf is called "com_item_vehiclerecharge" in dataXXX\Common\odf's\

Re: Destroyable Buildings?

Posted: Tue Jul 06, 2010 6:32 pm
by SAMofBIA
hmm are you sure that works? ive put in my map in zero editor before and not had it there in the game.

Re: Destroyable Buildings?

Posted: Tue Jul 06, 2010 6:43 pm
by DarthD.U.C.K.
here's a working odf, credits to pinguin:
Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "powerupstation"
GeometryName = "com_item_vehicalrecharge.msh"

[Properties]
Lighting = "Dynamic"

MapTexture = "rechargedroid_icon"
MapScale = "0.75"

HealthType = "animal"

GeometryName = "com_item_vehicalrecharge"

DestroyedGeometryName = "com_item_vehicalrecharge_dst"
ExplosionName = "com_inf_rechargedroid_exp"
MaxHealth = 80


PowerupDelay = "1.0"
VehicleHealth = "500.0"
VehicleAmmo = "1"
Powerupsound = "vehicle_recharge defer"
AmbientSound = ""
BuiltSound = ""

IdleRotateSpeed = "1.5"
IdleWaitTime = "2.0"

BuildingCollisionPrim = "BldgCylinder aacylinder NULL 0.0 0.75 0.0 0.5 1.5 0.0"
TerrainCollisionPrim = "TerrCylinder aacylinder NULL 0.0 0.75 0.0 0.5 1.5 0.0"
SoldierCollisionPrim = "SoldCylinder aacylinder NULL 0.0 0.75 0.0 0.5 1.5 0.0"
VehicleCollisionPrim = "VehcCylinder aacylinder NULL 0.0 0.75 0.0 0.5 1.5 0.0"
OrdnanceCollisionPrim = "OrdnCylinder aacylinder NULL 0.0 0.75 0.0 0.5 1.5 0.0"

[InstanceProperties]
EffectRegion = ""
Radius = 15.0

Re: Destroyable Buildings?

Posted: Tue Jul 06, 2010 6:53 pm
by Marvel4
SAMofBIA wrote:hmm are you sure that works? ive put in my map in zero editor before and not had it there in the game.
Yes, me too. It worked after I put the odfs into my worlds\***\odf folder.

Re: Destroyable Buildings?

Posted: Tue Jul 06, 2010 9:15 pm
by SAMofBIA
ahhh, that explains things a little.

Re: Destroyable Buildings?

Posted: Wed Jul 07, 2010 8:22 am
by Teancum
Marvel4 wrote:
SAMofBIA wrote:hmm are you sure that works? ive put in my map in zero editor before and not had it there in the game.
Yes, me too. It worked after I put the odfs into my worlds\***\odf folder.
It was never munged in the common lvl files that came with SWBF2, which is why it doesn't appear. It does work though.

Re: Destroyable Buildings?

Posted: Wed Jul 07, 2010 4:45 pm
by SAMofBIA
ahhh, that explains things a LOT more.